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@Zhukov211 wrote:@Col_LarsenYou’re breezing right over the fact that Engineers in previous titles are infinitely more effective at their Anti vehicle/anti aircraft roles than anything in 2042. Hell even supports in other BF games are more effective at anti vehicle and they can resupply themselves. And those games are unquestionably superior to 2042.
At the very least we need to see the buildable ammo resupply stations in 2042 like we see in BFV. And please don’t insult our intelligence with “but people will hump ammo crates”. The crates are destructible from afar and there are cool downs for resupplying. It’s no different than infinite ammo on an attack chopper or tanks via cooldowns.
In the meantime I’ll just continuously fire my AA rockets or AT then instantly respawn because I know 99% of the time I’m not getting any ammo.
Have you tried turning on your microphone and befriend other players and play together? This game is 1000% better playing with friends.
It is also meant to be a combined arms experience instead of running around solo. I don’t play this game solo anymore too much.
@JOGAGATYAPlaying any multiplayer game with others in a group makes any experience better. That’s not a legitimate answer to how weak 2042 Engineers are compared to Engineers and even Supports in other BF games vs vehicles.
I’ve been playing Battlefield for about 2 decades. Telling me it’s a combined arms exercise is a no brainer and still doesn’t change the fact by that compared to previous BF games, 2042 Engineers are weak vs vehicles and as a result are JUST NOT FUN OR SATISFYING TO PLAY.
At a minimum we need the BFV type buildable ammo stations at every friendly objective. That would at least help with our short supply of rockets. It would encourage PTFO for access to ammo resupply and would deter players from having to instantly respawn for ammo every time we run dry in order to partake in our class mechanic, anti vehicle.
And before you get started on resupply via team
mates, I rarely, if ever, see Angel’s large supply crate being called in. Maybe once every 3rd day of game play. And for whatever reason medics hardly ever drop ammo. DICE determined ammo stations were a legit concept in BFV so why was that concept abandoned? Like so many other great concepts from the franchise that were abandoned for no comprehensible reason.
- UP_Hawxxeye2 years agoLegend@Zhukov211
The shortage of the Angel crate is a direct side effect of nerfing Angel to the ground. What is the point of selecting him over a healing pistol and faster revives of mobile cover and portable APS?
They could had at least made him into even more of an ammo specialist by letting him drop crates more often than right now, or to be able to maintain multiple crates to cover more of the team.
Even this does not make up for how his crate cannot be brought indoors.- 2 years ago
DiCE almost had it figured out six years ago with the Ammo 2.0 proposals in BF1. Would love to see a lot of these ideas in 2042
@DiceDev wrote:
**What is Ammo 2.0?**
Ammo 2.0 is a complete rework to the resupply mechanics of Battlefield 1 that at its core is intended to increase the utility of the Support class. It should always be helpful to have a Support with ammo gadgets around. As side effects to this system we also get much more freedom and levers to tune how often gadgets can be used beyond just max ammo count and resupply time.**What are our goals with Ammo 2.0?**
* Ammo gadgets should always be helpful, and increase the abilities of other gadgets in the short term, even immediately after spawning in, not just after they've expended all of their uses.
* Other gadgets should not become completely useless once their ammo is expended, but should be stronger when supported by ammo.
* Resupplying must be limited to prevent overuse of gadgets, but should not require players to sit on a box for an excessive amount of time, else redeploying with full ammo becomes a more attractive and efficient option than actually resupplying.
**How do we plan on solving those issues with Ammo 2.0?**
The core of Ammo 2.0 is a shift from ammo gadgets being the only way to resupply, to a cooldown based system with ammo gadgets modifying cooldowns. The cooldown based resupply shifts the benefit of the ammo box from long term to short term. With the cooldown giving small amounts of ammo over the long term, we can reduce the starting ammo of many gadgets, making having ammo most important during a fight instead of after. In many ways the Support's ammo gadgets will become something like the offensive counterpart of the Medic's healing gadgets. Passive health regen will allow a player to survive without a Medic in the long term, but in the short term the Medic gadgets are critical to winning fights. We want support to multiply the effectiveness of other classes. For example, 2 Assaults supported with ammo should be better at taking out tanks than 3 Assaults without Support. Bringing a proper squad composition with complementary roles should be stronger than brute force stacking a single class.Cooldown based gadgets are nothing new to the Battlefield series, a good portion of the gadgets in Battlefield 1 already use a cooldown or regenerating ammo, such as medkits, syringe, mortar, periscope, and more. With Ammo 2.0 we'll be able to extend the benefits of the ammo box/pouch to these gadgets as well.
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